overgeeked
Open-World Sandbox
What's this?“Win Cons”
What's this?“Win Cons”
There's more to it than trial and error. Some people just don't think well on their feet. That's not a strong suit of theirs and they rely on prep. Others like me improv a great deal of the game and if a group goes outside the box, I can usually just keep on going fairly smoothly. Occasionally, the group leaves the box, buys a ticket on Blue Origin, departs the world and then just keeps going. During those times I have to be like, "Hey guys, I can't do this justice on the fly. Let's play Clank! or Catan and pick this up here next week."It's doable out of the gate, but only if one* is willing to accept a possibly-lengthy period of trial and error as part of the process.
* - and one's players, who will doubtless come out on the short end of some of the "error" outcomes.![]()
Hmm... that's a new take. I've heard a lot more folks lament that the 5e Ranger's favored terrain was too situational and/or weak compared to what other classes get.I play 5E and I agree with Lanefan. Rangers favored terrain benefits are way too good. I cut them back to advantage or simply have rangers take the alternate feature from Tasha's instead. Outlander is also advantage instead of auto-win. I'm not a fan of features giving players skip buttons without some cost attached.
Not really if you've read the thread on exploration...Hmm... that's a new take.
Weird.But that thread was dead-horsed a while ago so I'll leave it there.
I don't think that's as inconsistent as you seem to be implying. If one doesn't think one can win D&D, then one might have strong negative feelings about both players who want to win and (broadly) abilities that at least seem to encourage that thinking.I wonder how many GMs who dispute that D&D has “Win Cons” also lament their players having “I Win Buttons.”
I don't think that's as inconsistent as you seem to be implying. If one doesn't think one can win D&D, then one might have strong negative feelings about both players who want to win and (broadly) abilities that at least seem to encourage that thinking.
I suspect the winnability of D&D is probably something for some other thread, some other time. Probably several other threads, into the past as well as the future.
So, I don't think the campaign is over-privileged or wrongly privileged, but I'm running two long-term campaigns (87 and 54 sessions) so my bias is obvious to like people orbiting Alpha Centauri. It seems possible to me that commitment to a campaign (or to the playstyle) skews people's thinking about winning and losing, but I've never really thought about winning a TRPG. I have pondered losing one.I think what happens is there is a bit of a confused framing around D&D and Goals/Win Cons “because campaign.”
Having a Deck Goal and achieving a Win Con in a singular game of MtG doesn’t preclude a player from (a) having another Deck Goal/Win Con in a subsequent game, (b) having another Deck Goal/Win Con the next game of a tourney, (c) or in the game after that, or (d) in the rest of their playing career.
This privileged status of “the campaign” as unique to D&D and therefore play is exempt from examination at the goal/conflict level doesn’t hold up because there are easy analogues in other forms of play and because plenty (perhaps most) of D&D is played cognitively at the micro-goal/win con level (like an athlete who quips “one play/game at a time” rather than zooming out to the entire season and getting overwhelmed).
I’m going to escape this pursuit, defeat this enemy, rescue this NPC, sabotage this fortified artillery position, convert this nonbeliever, get positive gold/xp return out of this delve, woo this Baron/ess, consecrate this site to my Patron, escort this vulnerable NPC on the perilous journey, rally the town to rise up against its oppressor etc etc etc.
These are common features of D&D; the goals > the conflicts > the Win Cons.
I think the wrongly privileged status of the campaign plus the unique role of GM Force (which subordinates the concept of Win Cons because achieving your goal and winning the conflict is conceptually an obfuscated game of Calvinball; when does the GM say “you win/lose” rather than “I’ve earned victory/defeat”) in some games of D&D is what should be in the crosshairs for dissection in these conversations.
Only weird until you do a search for "favored terrain" in that 93 page mega-thread and realize the "auto-win" crowd... is not all that much of a crowd.Not really if you've read the thread on exploration...
Weird.
I can't judge the GM - not having been there and all that - but I do think it was bad GMing. Which I'm sure won't surprise you.although I didn't like how this played out, I don't think that the GM in this case is a bad GM.
This is the ability as described. Its one of the key class abilities of a ranger, and requires them to pick a specific terrain in which it will work. Why take it away?
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What's the harm in letting the ability function as presented? What's lost by use of this ability? What's gained by its removal?
But now I get to shock you by disagreeing a bit!As near as I can tell, the main problem with something like the Ranger's Favored Terrain or the Folk Hero's Rustic Hospitality feature is that these abilities allow a player to say No to the DM.
And although the cases in which these things come up are minor and/or very specific, the traditional balance of authority in D&D is upset, and so there's a knee-jerk reaction to resist them.
I think it's in the best interest of the game, most often, to strangle that urge to death, and to simply let the player have their small victory. The DM'll be all right.